Game development The 1990s

Ocarina of Time works out how 3D adventure combat should feel

Nintendo released The Legend of Zelda: Ocarina of Time in Japan on November 21, 1998. A targeting system that locked the camera onto an enemy made close combat in three dimensions readable for the first time.

Japanese release; North America followed days later and Europe in December 1998

Entry 100 of 164 in the record

What happened

Melee fighting had been the awkward part of the shift into three dimensions. Judging distance and facing with a camera the player also had to manage turned sword combat into guesswork. Nintendo's answer was a shoulder button that fastened attention onto a single target, swung the view to keep both fighters framed, and converted movement into a circling sidestep around the enemy. It reduced a spatial problem to something much closer to the readable duels of the earlier two-dimensional games in the series.

Around that sat a connected world with a day and night cycle, a central field linking distinct regions, and a story that jumped the protagonist forward seven years partway through, so familiar locations were revisited under altered conditions. Context-sensitive buttons kept the controller manageable, changing function according to the situation and showing on screen what they would currently do. Horseback travel, timed puzzles and an instrument used to trigger events gave the world a rhythm rather than a checklist.

It arrived to a critical reception few games have matched, and its structure hardened into a template the series itself followed for close to two decades before deliberately breaking with it. Designers outside Nintendo took the targeting system almost verbatim, and it appears, barely modified, in action games released twenty-five years later. That is the most concrete measure of its influence, though the game is more often remembered for its atmosphere and its music than for its interface.

The world at the time

By late 1998 the industry had spent two years learning to build in three dimensions, with the movement problem largely solved and the combat problem not. Nintendo's console was losing the sales contest to Sony while still producing the generation's most technically inventive first-party work, and anticipation for this title had been building since the machine launched.

Historical significance

One control mechanism solved a problem that had made three-dimensional melee combat unworkable, and it was adopted so completely that its origin is now easy to forget. The game also established a structure for large-scale adventure design that shaped the genre well into the following century.

What it changed

Targeting became a standard feature of action games on every platform. The series followed the template established here through several sequels before the open-world design of its 2017 entry reversed course. The game has been remade and re-released repeatedly, and it remains a fixed reference point in design arguments, to the extent that later adventures are still measured against it.

Sources consulted

  1. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010
  2. The Legend of Zelda Encyclopaedia Britannica
  3. Consolidated financial statements and software shipment data Nintendo Co., Ltd.

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction